Body type: Skinny Height: 1.65cm Hair Col: Gold-ish white Eye Col: Sky-blue Skin Col: Pale
Clothing: White shirt, black/gray vest, black jeans, black leather shoes, earring, 15 bracelets(so far) Others: bitten nails, stand/sit straight, found staring into nothing a lot, loner except with animals, think a lot but silent does talk with animals
I used to look pretty good a year ago, was pretty healthy, nothing hurt, my spirits were up and enjoyed being social. But...after Dr. Whitney's experiments..everything started changing...towards a less pleasant version
I started losing weight, a lot, i'm quite skinny right now, stopped growing at 1.65cm, my hair used to be caramel color, now it turned into white, well gold-ish white ... i kinda like it to be honest, my skin also turned really pale, i'm like a ghost *slight tired smile*, my eyes are sky-blue, i've always tried dressing nicely, sometimes maybe a bit fancy? some might say, you'll most often see me wearing a white shirt with a black vest on, skinny black jeans and leather black shoes.
I have a simple black dot earring, with a white letter H engraved on it, and one of my hobbies is gathering bracelets, i currently wear 15 on me, 6 on one hand, 6 on the other and 3 on my left ankle, they all have meaning to me, but they are almost always covered by my clothing.
As far as attitude appearance goes, after the experiments, i became a loner, only stay in the presence of animals...let's make that...always stay in the presence of animals, almost never smile, i stare into nothing a lot sometimes even forgetting to blink, i always stand up straight, even when sitting down, i have a bad habit of biting my nails, A LOT.
My name is Lucas Emile Björk, I'm currently 23 years old, orphan. Mother died in a fire, father comited suicide after her death when i was 5. Only family member remaining is my white rat, Milx. After the incident i was placed in an orphanage.
Despite having a depression over my loss, i did my best to integrate, but...the other kids seemed to have a different idea. I was bullied, a lot, i stopped interacting with people, Milx was my only friend, well and Hellen, but she was in the girls sector of the orphanage and we rarely had the occasion to talk, usually when we went to the cafeteria or during some nights when we managed to sneak out and meet under a big oak tree where we hid and talked a lot. I liked her but i was always too afraid to do anything more than that and things stayed like that.
At 8 i was adopted by a family with another 2 children, a 8 y.o boy and a 10 y.o girl, Jessie and Jane were their names. The family also owned 2 big dogs, one for each child. I still had Milx. Their children never liked me tho, neither did their dogs. Long story-short, their kids also bullied me, i was afraid to talk about it, and the kids put the dogs to kill my friend Milx. After that i ran back to the orphanage, this is when i was 9, where i stayed another 7 years, mostly refusing to be adopted. Hellen was adopted in the time that i was in that unpleasant home, never got to hear from her again and couldn't seem to get in touch with her, where ever she was. (GM can integrate her in the story somehow if she ever wishes)
In that time, i dedicated my time to reading, a lot, psychology, especially animal psychology and handling. It was one of the few things i was skilled at, but i was god damn good at it. In that period, i also got myself another rat, also white, Milx the second, yeah...not very creative.
Anyway, at 16, i was bought by a certain doctor for unknown reasons, by Dr. Peter Whitney. Soon, i found the reason why i was bought, why me and other tens of people were bought...for experimenting, for some kinda of...superhuman power..super abilities, but...i can't say it ever really worked, but it did screw around with me and my head, same with the others, i wasn't the worst case, but neither the "best" case.
After 3 years of failed experimenting, Dr. Whitney died from unknown causes, and i, along with others, was put into an insane asylum situated quite close to the mansion. After 1 year in there i was pardoned, Dr. Whitney's daughter, Lilly Whitney offered to aid help us handle the effects of those experiments in her mansion that she opened for those her father mistreated.
By chance, i was the first one she approached right as the mansion was being oppened, i accepted, now i reside within the mansion, waiting for other unfortunate souls to arrive and be helped, along with myself...
Brief History: Kiba was a street-urchin that made a living by stealing and pick-pocketing. He was very good at it, his reflexes and nimbleness being superior to most of his targets. One day tho, he was caught stealing and pursuit for a good while by his victim who turned out to be a renowned dual blade fighter called Jaque Claw. Jaque outsmarted Kiba and caught him relatively easy, in the end, the pursuit was more a test than anything, plus old Jaque liked playing with his "prey".
Being impressed with Kiba's abilities he offered to teach him sword fighting. After a few years of practice, Kiba started participating in organized fights at the arena, making his way up the ranks.
Kiba fought with dual sword, just like Jaque. He was fast, nimble, almost untouchable, he did get out with a few wounds but rarely lost in a fight.
His biggest flaw, and ultimately one the killed him was his cockyness. He liked to play around with his adversaries as well, might've picked that up from Jaque when they were training together. With his last opponent, who was a hulking giant, after Kiba made more or less quick work of him and put him to the ground, thinking he won the fight, turned his back to his opponent and taunting the crowd. Meanwhile the brute with one powerful throw of his off-side weapon (a heavy chain like whip) grabbed Kiba by the neck and with one strong pull, brang Kiba's head/neck directly into his huge hands, which in 2-3 seconds, with one strong grip, broke Kiba's neck instantly.
Description and/or additional pictures are welcome. Please give height and weight.
Talana has short, fiery-red colored hair, spiked up in like a flame. Doesn't take much to make it look that way, sometimes even with a bit of spit and 2-3 sturdy hand moves, this marvel of a hairdo can be easily fashioned...at least that's what Talana would do. Isn't she charming?
Behind her big round glossy peridot-green eyes, a childish, innocent look can be seen, but more often than not, there's more mischief and playfulness hiding under there than anything. She does like winking a lot, most of the time making people feel somewhat awkward.
Her pale white skin makes it look like she's shining when the local stars rays wash over her. She's not a fan of it tho, she'd love to be tanned, but all she gets is pink...nasty burnt piggy pink. Sooo she avoids extreme burning conditions as much as possible.
Her physique is quite well built, not too muscular, not too lithe, just nicely toned. She got that from all the running around, jumping, climbing and other acrobatics she used to do in her teens. Just...like...a monkeeey. She'd weigh about 140lbs, despite looking around 130lbs - the Licenti symbiotic makes her more grounded and heavier despite not looking like it - with a height of around 5'7''.
Talana enjoyes wearing leather, like...a lot of leather...for like...always and everything. No one would be surprised if even her panties were made of leather. Long sleeve leather jacket, mostly in darker colors, dark brown, black..stuff like that. Same goes with le pants and long black belted boots, oh and let's not forget about the always-need-to-have fingerless leather gloves, like i said all dark and leathery...very shmexy. Two pistols can be seen hanging from her belt.
As far as make-up and accessories go, she doesn't tend to wear a lot of make-up, the sweat usually melts everything into a beautiful modern art piece. In her left ear, 5 earrings can be seen.
All over her back part of the body, from the nape to her heels, a veiny/rooty like appearance can be seen, its main source being the spinal cord which is covered in a combination of a spiky(dull) and rocky chitin. That...is Tarkan, a Licenti, her lover, the two of them having formed a symbiotic bond in which they share the same Anima and Vis, aiding each other, feeding each other and taking care of each other.
As far as personality goes, one would call Talana the spontaneous adventurous sort. She does indeed like exploring places and things, people and scenes. She has moments of humbleness and kindness, other times, tho rare you can feel her observant gaze trying to gather information about her surroundings. She's an encouraging and trustful person.
Of course she can't all be good now can she? *wink* She's...not the most gracious of people, more often than not she's quite direct, saying what's on her mind with an obliviousness that might stun you, let's call that sincerity shall we? She can be rude and vulgar at times...I mean, she swears quite a lot, but that's just how she grew up, and she really does use spit to make her hairdo...majestic creature this Talana.
When she get's really curious, she will most probably get quite obnoxious and impatient, but that doesn't usually last too long since you can shut her mouth pretty easily with a bit of attitude. Despite being a worry wart, she's quite impulsive and doesn't always stop to think things through, which let's say made her life quite a roller coaster, always getting into mischiefs and troubles.
On a day-by-day basis, you will probably find Talana in a cheerful mood, being silly and playful. She's usually quite talkative - this also play a part in her obnoxiousness sometimes -, stubborn and fidgety in nature, one of her favorite traits being her loyalty.
GM's can use any element from Talanas history if they so desire
Talana grew up with only her father, her mothers whereabouts being always unknown. Her father was a political figure, not an important one, but still one that might pose a thread to the wrong people. Talana was a mischievous child causing troubles around the house and neighborhood, but her father always knew how to tame her wild side. As far as character goes, he taught Talana to be a good person all around and not take everything for granted but appreciate as many things as she can.
One day, everything changed, there was a heated discussion at their door, Talana couldn't understand what it was about, but there were 3 weird looking people, all dressed in black with shades and intricate looking tattoos on their faces and hands - or at least the small parts that were visible - and her father. Her fathers last words were "Don't worry munchkin, papa will be back later today *smiles thoughtfully*" and left with those 3 people. He didn't return that day, Talana didn't sleep through the night still hoping that her father will return any time. The next day, people similar if not same as those from yesterday came knocking, but Talana was too scared to open the door. Instead, she decided to jump out the window and run away as far as her legs let her. Later that day she found out her house was burn to the ground by "unknown factors" from a Prae mass media agency who put the blame on the Licenti, but coming from the Prae, who Talana didn't really like, she was skeptical about it. For 1 year she tried finding the culprits, but since she had almost no experience or skills in this sorta activities, she gave up hope. She drastically changed her look as to not be found by said people, and her name, who btw, used to be Sophia Fredrikson, now Talana Volko.
Talana became a street urchin, still mischievous, she learnt how to survive in the slums with the help of other street urchins composed from mostly humans and a few Licentia, who were taken care by a Licenti called Tarkan. He would help them survive and take care of them while in return they would bring him goods. This went on for 10 years until Talana was 20, when she could easily call herself a full trained thief and "escape artist" (as far as running away from problems go), having lots of connections and ears around the slums. She's one of the few that ended up staying with Tarkan to run "the business" taking in other unfortunate souls and teaching them "the way of the hobo", as Talana would put it often. Tarkan and Talana became very close over these years, Tarkan seeing her grow up to the woman she was at the time.
But tragedies seem to keep following Talana...one day, their underground hideout was ambushed by...again Prae authorities, pushing Tarkan and Talana to leave everything behind in a rush, helping as many of their urchins to escape as they could... unfortunately some were captured and some were even killed..in the end, all that remained was the 2 of them. Over the next few years, Talana and Tarkan got even closer, eventually ending in having a romantic relationship. You would find them constantly together, if there was a Talana, there would've always been a Tarkan. But on a fine day of Wednesday, Tarkan "proposed" to her, the proposition being ... you guessed it, a fusion, a symbiotic relationship between the two, Talana agreeing with tears in her eyes. Since then, they are literally inseparable..hihi <3.
Since their union, they decided to settle down in a... more or less, shabby apartment - which they didn't mind to be honest - where they did their best to stay out of trouble and most peoples eyes, but still held connections in the area. They even arranged a botanical vis garden inside their abode, to nourish themselves having become "vegetarians". To hide their symbiotic nature, Talana plays as if being controlled by a Licenti, something that is considered normal in these times, while in reality they became one and the same entity, talking through telepathy and aiding each other when necessary.
Due to their new form, they started training in combat. Thanks to Tarkans Morpheum sub-race and having specialized in elemental transmutation, Talana possesses abilities such as shape shifting certain limbs and changing some parts into different elements. Of course some of these abilities are still in training.
Through their connections, one day, a rumor about a resistance against the Prae has been flying around that made both Talana and Tarkan wish to seek out more information about it, their ultimate motive for doing this being, a bit of revenge for the problems the Prae caused to both of them, but also to prove that Licenti are not as bad as the Prae make them out to be, that, with racial hatred set aside, peaceful cohabitation can be achieved, they being the living example of this ideal.
Mental: Talana has no special mental capabilities, she's not the brightest tool in the shed, but she can get around most stuff, she can be resourceful but that's it. Oh and she can telepathically talk to Tarkan due to their symbiotic relationship...yeah, almost forgot that part.
Most of the time, Talana can get by on her own, but if at one point she faces danger that she or Tarkan feels like she can't handle, Tarkan steps in and takes control over her mind and body to protect her, putting Talana in a more feral, wild, predator state. While this is not necessarily a mental capability, it's a type of defense mechanism, but it has its down sides, when in predator state, she does get bonus points on reflexes, speed and senses, but she becomes a bit squishier since Tarkan shifted from offering defense to boosting her movements to be harder to hit, rather than being able to take a hit.
Physical: Because of their symbiotic bond, Tarkans Form enhances Talanas physical abilities when needed. Talana can, at will (after training a good while) pick a limb/pair of limbs to enhance, giving her an edge during a situation. For example, she can choose to enhance her legs for a faster running speed, higher jumps, more powerful kicks, she could enhance her arms for carrying heavier objects, punching harder and so on.
She has a naturally tougher skin, something along the lines of thick leather. While it won't really stop a bullet, it would resist a normal blade slash unless some force was put behind it, same goes to piercing weapons.
The predator mode envelopes Talana into an enhancement armor. This does not offer extra protection damage resistance wise, but asa i said before it offers her boost to dodge, speed, flexibility and senses, her eyes taking a beast like shape also making her see better in the dark.
When in predator state during Tarkans control, if not even this form can save Talana from certain death, Tarkan uses his last ability to encase Talana in a hard chittin coffin like structure, let's call it Cocoon state, which IS possible to be broken, but one would need a lot of time, effort and power to do it. This however puts Talana in a short mental coma for like half a week to a week until she awakens, mostly fully healed and hopefully out of danger. This ability however drains a lot out of their Vis, thus having to go trough a full days worth of hunting to get their Vis energy back, and as they progress, maybe even more.
Another thing Tarkan offers is Shapeshifting abilities. Due to his Morpheum heritage, Tarkan gives Talana the power to shapeshift her limbs into something more useful to a dangerous situation. Notable "shapes" would be spiky razor like blade (razors facing downwards also acting as hooks), a rocky chittin shield - i know i know, chitin here, chitin there, chitin everywere -, whose resistance could fend of a magazine of a gun but not much more than that, a tentacle like whip (something like kerringans hair) and other random spikesin her body, while this is still a thing in training, it does cause Talana some degree of pain.
A recent ritual that Talana thought for her shapeshifting abilities that might or might not work is to subject her "shapes" to different natural harming elements. For example she applies small doses of acidic substance, extreme cold materials, small fire, poison scratches to her shield shape in order to increase its rezistance to such conditions, but it's still a work in progress, the resistance to such elements would be around 10% let's say. As far as the blade goes, it bathes it in some sort of poison, harmless to the touch but it becomes a problem once it enters your system if wounded, in hopes of dealing extra harm to those who pose a danger.
Beside the ritual, Talana and Tarkan also train his..or now their elemental transmutation abilities, taking time in changing forms from chittiny to rocky, to liquidy and so on. This however takes a lot of time to focus, taking Talana around 7 minutes to fully transmute.
Magical/Technological: Talana likes TRAINZ, CHOO CHOO ... no, no, I'm just joking, she does have a bit of low-dark vision and can see in the dark as if it was really dim light, but only in grayscale. Alsp you could count the fact that she can use her 2 pistols, or just pistols in general at an acceptable level...not a sharpshooter but she can hit 6-7 out of 10 times.
Considered traitor, outcast from his own clan whose hatred for races that destroy the motherland lead them to wars with the civilized world, Vandred refused to participate in this hate bloodshed thus being considered a traitor to their faith and sent away to choose his own fate and no longer be part of their community, he was given the option to return but only when he proves worthy by the clan.
To be worthy meant to retake nature back from those who seek out to destroy it aka the civilized world and deliver justice, spreading the word and name of the his clan around after victories.
Despite being disowned of the Rootvein name, he still caries it proudly, since Rootvein was renowned amongst the druids, they were known for reviving entire ecosystems that were considered unsaveable.
During the banishing ritual, he was presented with a scythe, which to their clan, was considered a renegade symbol, showing he was clanless druid seeking out redemption.
Now, Vandred's clan was one from the forests around the city of Klaus, which is where he decided to travel to make a living as a herbalist with the help of his animal friend from the forest, while still being outside in the wildlife as much as he could, doing his best to be a good person, helping whereever he can.
During his time in the clan, he came across an interesting companion, a black panther, he named Fang.
Size: Medium Speed: 40 ft.
STR = 13 (+1) DEX = 17 (+3) CON = 13 (+1) INT = 2 (-4) WIS = 15 (+2) CHA = 10 (0)
HD = 2 HP = 16 (+2 from CON mod) HP Roll AC = 14 = 10(base) + 3(DEX)+ 1(NAT)
FORT SAVE = +4 (3Base+1CON) REFL SAVE = +6 (3Base+3DEX) WILL SAVE = +2 (0Base+2Wis)
Benefit: With a light weapon, elven curve blade, rapier, whip, or spiked chain made for a creature of your size category, you may use your Dexterity modifier instead of your Strength modifier on attack rolls. If you carry a shield, its armor check penalty applies to your attack rolls.
Special: Natural weapons are considered light weapons.
A druid can handle her animal companion as a free action, or push it as a move action, even if she doesn’t have any ranks in the Handle Animal skill. The druid gains a +4 circumstance bonus on all wild empathy checks and Handle Animal checks made regarding an animal companion.
The druid may cast a spell with a target of “You” on her animal companion (as a touch range spell) instead of on herself. A druid may cast spells on her animal companion even if the spells normally do not affect creatures of the companion's type (animal). Spells cast in this way must come from a class that grants an animal companion. This ability does not allow the animal to share abilities that are not spells, even if they function like spells.
Characters with low-light vision have eyes that are so sensitive to light that they can see twice as far as normal in dim light. Low-light vision is color vision. A spellcaster with low-light vision can read a scroll as long as even the tiniest candle flame is next to him as a source of light.
Characters with low-light vision can see outdoors on a moonlit night as well as they can during the day.
This extraordinary ability lets a creature detect approaching enemies, sniff out hidden foes, and track by sense of smell.
A creature with the scent ability can detect opponents by sense of smell, generally within 30 feet. If the opponent is upwind, the range is 60 feet. If it is downwind, the range is 15 feet. Strong scents, such as smoke or rotting garbage, can be detected at twice the ranges noted above. Overpowering scents, such as skunk musk or troglodyte stench, can be detected at three times these ranges.
The creature detects another creature's presence but not its specific location. Noting the direction of the scent is a move action. If the creature moves within 5 feet (1 square) of the scent's source, the creature can pinpoint the area that the source occupies, even if it cannot be seen.
A creature with the Survival skill and the scent ability can follow tracks by smell, making a Survival check to find or follow a track. A creature with the scent ability can attempt to follow tracks using Survival untrained. The typical DC for a fresh trail is 10. The DC increases or decreases depending on how strong the quarry's odor is, the number of creatures, and the age of the trail. For each hour that the trail is cold, the DC increases by 2. The ability otherwise follows the rules for the Survival skill in regards to tracking. Creatures tracking by scent ignore the effects of surface conditions and poor visibility.
Creatures with the scent ability can identify familiar odors just as humans do familiar sights.
Water, particularly running water, ruins a trail for air-breathing creatures. Water-breathing creatures that have the scent ability, however, can use it in the water easily.
False, powerful odors can easily mask other scents. The presence of such an odor completely spoils the ability to properly detect or identify creatures, and the base Survival DC to track becomes 20 rather than 10.
Weapons
Bite: 1d6 2 Claws: 2d4
Rake: 1d4
A creature with this special attack gains extra natural attacks under certain conditions, typically when it grapples its foe. In addition to the options available to all grapplers, a monster with the rake ability gains two free claw attacks that it can use only against a grappled foe. The bonus and damage caused by these attacks is included in the creature’s description. A monster with the rake ability must begin its turn already grappling to use its rake—it can’t begin a grapple and rake in the same turn.
Format: rake (2 claws +8, 1d4+2); Location: Special Attacks.